CN109410300A - Shadows Processing method and device and terminal device in a kind of scene of game - Google Patents
Shadows Processing method and device and terminal device in a kind of scene of game Download PDFInfo
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- CN109410300A CN109410300A CN201811177864.5A CN201811177864A CN109410300A CN 109410300 A CN109410300 A CN 109410300A CN 201811177864 A CN201811177864 A CN 201811177864A CN 109410300 A CN109410300 A CN 109410300A
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/005—General purpose rendering architectures
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/04—Texture mapping
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/50—Lighting effects
- G06T15/60—Shadow generation
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- Engineering & Computer Science (AREA)
- Computer Graphics (AREA)
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- Theoretical Computer Science (AREA)
- Processing Or Creating Images (AREA)
Abstract
The invention discloses a kind of Shadows Processing methods in scene of game, comprising the following steps: reads scene of game object;Judge whether the scene of game object has been tied with shadow map;When the scene of game object has been tied with shadow map, then the shadow map being tied with is added in shade manager and is drawn;Judge whether video camera and light source position change;When the video camera and light source position are there is no variation, then terminate.Carries out shadow map by certain stretching variation, generates the projection sense of shade, enhances hatching effect when the two is varied for camera angle and light-source angle progress detection in scene.
Description
Technical field
The present invention relates in scene of game processing technology field more particularly to a kind of scene of game Shadows Processing method and
Device.
Background technique
With the continuous development of computer technology, the 3D game of mobile terminal has become the mainstream in market, generally in game
In scene, by carrying out Shadows Processing to the object in scene, optimize to promote game picture quality.It is existing on the market at present
Shadows Processing method, which has, implements Shading Rendering, offline Shading Rendering or projection.
Wherein, real-time rendering: using the rendering engine technology of bottom, calculating object and light source in real time,
Draw out hatching effect.The defect of this method is that calculation amount is too big, is not suitable for being applied to mobile terminal.
Offline shade bakes: is calculated in real time under editing mode object and light source, calculated result is saved at one
Shadow map, load textures rendering when actual motion.The defect of this method is after hatching effect bakes, just can not be more
Change, is only suitable for static state, constant object, on dynamic object, display effect is bad for light variation.
Projection: the false shade picture prepared in advance using one is calculated in real time according to the angle of placement, is placed on and is shone
The body surface being mapped to reaches pseudo- hatching effect.Although certain hatching effect may be implemented in this method, opposite with real-time yin
Shadow calculation amount is smaller, is applicable under the few scene of object, if under mobile terminal, the number for needing to project up to dozens of,
Calculation amount is still too big.
Real-time rendering and projection require to call the rendering engine for arriving bottom, such as opengl, to the position of object,
The variations such as size carry out real-time operation, improper to mobile terminal.Offline shade bakes in order to reduce calculation amount, in advance shade
Data are saved into off-line files, and operation load is lost the ability of dynamic change while reducing operand.
For the hatching effect reached in mobile terminal, the method that mixing shade can be used, that is, real-time shadow and
Offline bake combines, and for static or little importance object using the mode baked offline, dominant role is carried out
Real-time shadow or the mode of projection, reach preferable effect.But irregular mobile terminal is improved quality for present market
Equipment, the consumption of real-time shadow show bad in certain equipment performances.And in different projects, for shade needs not
Together, it needs to use different shade plans for different demands.Especially for manage class game, without other game that
Sample is divided into apparent primary and secondary to role and scene, and all objects in scene can be by player exercises editor, therefore for field
Object in scape, no matter personage or article, all not immobilize, therefore shadow data is uncertain, the mode baked offline
With regard to improper, and all hatching effects will reach unanimously, and scene just has preferable perception, if using real-time shadow or
It projects, dozens of object uses simultaneously in scene, and mobile end equipment is difficult to support.
Summary of the invention
One or more of in order to solve problem above, the present invention proposes a kind of Shadows Processing method in scene of game
And device.
According to an aspect of the present invention, a kind of Shadows Processing method in scene of game is provided, comprising the following steps:
Read scene of game object;
Judge whether the scene of game object has been tied with shadow map;
When the scene of game object has been tied with shadow map, then the shadow map being tied with is added to shade
It is drawn in manager;
Judge whether video camera and light source position change;
When the video camera and light source position are there is no variation, then terminate.
In some embodiments, when judging result is the video camera and light source position has occurred and that variation, shade
Manager also changes correspondingly parameter, and all existing shadow maps are carried out corresponding telescopic variation, are repainted.
In some embodiments, when judging result is that the scene of game object is not tied with shadow map, judgement
Individual shadow data whether is needed, when needing individual shadow data, then specific shadow map is bound, is added to skitren
Device is managed to draw.
In some embodiments, when judging result is not need individual shadow data, then general shade patch is bound
Figure is added to the drafting of shade manager.
According to another aspect of the present invention, the Shadows Processing device in a kind of scene of game is provided, which is characterized in that packet
It includes:
Read module, for reading scene of game object information;
First judgment module, for judging whether the scene of game object has been tied with shadow map;
Shade manager, for calling bottom rendering engine, and according to the opposite position and light with video camera of each shade
The distance in source carries out the telescopic variation of size and shape, finally disposably draws all shadow maps;
Module is monitored, for monitoring the change in location of video camera and light source;
Second judgment module, for judging whether the position of video camera and light source changes.
It in some embodiments, further include third judgment module, for judging whether scene of game object needs individually
Shadow data, wherein when needing individual shadow data, then bind specific shadow map, be added to shade manager and draw
System.
In some embodiments, individual shadow data is not needed, then binds general shadow map, is added to shade
Manager is drawn.
According to another aspect of the present invention, a kind of terminal device is provided, including processor, memory and is stored in institute
The computer program executed by the processor is stated in memory and is configured as, the processor executes the computer program
Shi Shixian above-mentioned Shadows Processing method.
According to another aspect of the present invention, a kind of computer readable storage medium, computer readable storage medium include
The computer program of storage, wherein equipment where controlling the computer readable storage medium in computer program operation is held
Row Shadows Processing method as described above.
Above-mentioned technical proposal of the invention has the advantage that compared with the existing technology
Shadows Processing method provided by the invention directly uses the mode of textures, binds on each scene of game object
Corresponding shadow map is made by the fine arts and is standardized, and is the same shadow map of vision perception (shape) similar object binding,
It is concentrated in the same Object-Oriented class manager and carries out drafting and life cycle management, and all shades are automatic at runtime
It is merged into an atlas, CPU can dynamically calculate shadow map and can render together as a result, i.e., go in same primary rendering
Hypographous performance has been handled to be middle, that is, has carried out so-called dynamic and closes batch (Dynamic Batch), has then called gpu wash with watercolours
When dye, all shadow maps can be put into the rendering of batch and be completed when drawing, dozens of shadow of object can be with
Once complete.Suitable for the game of mobile terminal, can also there be good performance on mobile terminal.
Shadows Processing method provided by the invention, in order to there is more true hatching effect, to the video camera in scene
Angle and light-source angle carry out detection, when the two is varied, carries out certain stretching to shadow map and change, generate shade
Projection sense, enhance hatching effect.
Device provided by the invention, by textures and unified drafting, then according to the change in location pair of video camera and light source
Shadow map carries out while enhancing hatching effect, reducing calculation amount to strain stretch, is suitable for mobile terminal game.
Detailed description of the invention
Fig. 1 is the flow chart of the Shadows Processing method in the scene of game that the embodiment of the present invention 1 provides;
Fig. 2 is the flow chart of the Shadows Processing method in the scene of game that the embodiment of the present invention 2 provides;
Fig. 3 is the Shadows Processing apparatus structure schematic diagram in the scene of game that the embodiment of the present invention 3 provides;
Fig. 4 is the Shadows Processing system structure diagram in the scene of game that the embodiment of the present invention 4 provides;
Fig. 5 is the schematic diagram of shadow map atlas.
Specific embodiment
Technical solution of the present invention is clearly and completely described below in conjunction with attached drawing, it is clear that described implementation
Example is a part of the embodiment of the present invention, instead of all the embodiments.Based on the embodiments of the present invention, ordinary skill
Personnel's every other embodiment obtained without making creative work, shall fall within the protection scope of the present invention.
In the description of the present invention, it should be noted that term " first ", " second ", " third " are used for description purposes only,
It is not understood to indicate or imply relative importance.
As long as in addition, the non-structure each other of technical characteristic involved in invention described below different embodiments
It can be combined with each other at conflict.
Embodiment 1
It is specific as shown in Figure 1 the present embodiment provides a kind of Shadows Processing method in scene of game, comprising the following steps:
Step S11: scene of game object is read.
Wherein, scene of game object includes:
1. the person model of player and system actor
Stage property that is that 2. player possesses and being embodied in scene of game and article
3. according to the scene of game (such as tables and chairs wall door and window) that player progress and personal gaming content change in real time,
It is merely illustrative above, is not limited to these and enumerates.
Step S12: judge whether the scene of game object has been tied with shadow map.
When judging result is that scene of game object has been tied with shadow map, step S13 is executed, other behaviour are otherwise executed
Make.Wherein, the shadow map of object scene is made by the fine arts and is standardized, and is tied up for vision perception (shape) similar object scene
Fixed the same shadow map.Special shape or the object scene of state then according to demand, the wound of shade are carried out without using this system
It builds, but it is prefabricated to carry out specific shade by fine arts personnel.Program can identify that fine arts personnel make in advance when loading the object
Make the shade in precast body, and be directly accessed management system, and no longer separately creates.
Step S13: the shadow map being tied with is added in shade manager, and notifies rendering pipeline will be related
Textures file draw and is displayed on the screen.
Specifically, all shadow maps can be formed to the atlas for being not more than 1024 pixel *, 1024 pixel, if super
Out, then scaling pictures, or second atlas is created again, specifically: by the raw data sprite of all shadow maps
Packer (picture strapping tool) tool, is integrated into a picture, is illustrated in fig. 5 shown below as so-called atlas, then according to packing
The uv offset recorded in the text file that tool has stored in advance when being packaged shows corresponding shade when using some shade
Part.
Due to being the reason of an atlas, CPU can dynamically calculate shadow map, then can render together, i.e. institute
The dynamic of meaning closes batch (Dynamic Batch), and when calling GPU rendering, all shadow maps can be put into a batch
It is completed in rendering, the api of specific unity is Graphics.DrawMeshInstanced.This API is game engine unity
Unitized overall development interface.
Step S14: judge whether video camera and light source position change.
It specifically may is that one Boolean type variable of setting can change the variable when video camera and light source change
Value, judges whether to change with this.
In order to there is more true hatching effect, in scene camera angle and light-source angle detect, when
Judging result is video camera and light source position there is no variation, then terminates;
When judging result is that video camera and light source position have occurred and that variation, shade manager also changes correspondingly parameter, such as
All existing shadow maps are subjected to corresponding telescopic variation according to lighting angle, such as: it is longer that light more tilts shade, again
It draws.Certain stretching variation is carried out to shadow map, is generated the projection sense of shade, is enhanced hatching effect.
Embodiment 2
It is specific as shown in Figure 2 the present embodiment provides a kind of Shadows Processing method in scene of game, comprising the following steps:
Step S21: scene of game object is read.Specifically identical as the step S11 of embodiment 1, details are not described herein.
Step S22: judge whether the scene of game object has been tied with shadow map.
When judging result is that the scene of game object has been tied with shadow map, step S23 is executed.
When judging result is that the scene of game object is not tied with shadow map, step S25 is executed.It needs to illustrate
It is that step S25 is specifically: further determines whether to need individual shadow data, and judge whether there is the trip in this atlas
The specific shadow map of play object scene.
When judging result is that scene of game object needs to have the sports ground scenery in individual shadow data and this atlas
The specific shadow map of body, thens follow the steps S26: binding specific shadow map to scene of game object, then executes step
Rapid S23.
When judging result is that scene of game object does not need individual shadow data, executes step S27: binding general yin
Then shadow textures execute step S23.
Step S23: the shadow map that scene of game object has been bound is added to shade manager and is drawn.It is specific same
S13 in embodiment 1, which is not described herein again.
Step S24: judge whether video camera and light source position change.
It specifically may is that one Boolean type variable of setting can change the variable when video camera and light source change
Value, judges whether to change with this.
In order to there is more true hatching effect, in scene camera angle and light-source angle detect, when
Judging result is video camera and light source position there is no variation, then terminates;
When judging result is that video camera and light source position have occurred and that variation, shade manager also changes correspondingly parameter, will
All existing shadow maps carry out corresponding telescopic variation, repaint.Certain stretching variation is carried out to shadow map, is produced
The projection sense of raw shade, enhances hatching effect.
The Shadows Processing method that 1-2 of the embodiment of the present invention is provided directly uses the mode of textures, in each sports ground scenery
Corresponding shadow map is bound on body, the same shadow map of the binding of object similar in shape is concentrated in unified class and is drawn,
And all shades are broken into an atlas, CPU can dynamically calculate shadow map and can render together as a result, that is, carry out
So-called dynamic closes batch (Dynamic Batch), then when calling gpu rendering, all shadow maps can be put into
It completes in one batch rendering when drawing, dozens of shadow of object can once complete.Trip suitable for mobile terminal
Play, can also there is good performance on mobile terminal.
Shadows Processing method provided by the invention, in order to there is more true hatching effect, to the video camera in scene
Angle and light-source angle carry out detection, when the two is varied, carries out certain stretching to shadow map and change, generate shade
Projection sense, enhance hatching effect.
Embodiment 3
The present invention also provides the Shadows Processing devices in a kind of scene of game, as shown in figure 3, the terminal can execute
Corresponding step in embodiment 1 is stated, is specifically included:
Read module 31, for reading scene of game object information;
First judgment module 32, for judging whether the scene of game object has been tied with shadow map;
Shade manager 33, for calling bottom rendering engine, and according to the opposite position with video camera of each shade and
The distance of light source carries out the telescopic variation of size and shape, finally disposably draws all shadow maps;
Module 34 is monitored, for monitoring the change in location of video camera and light source;
Second judgment module 35, for judging whether the position of video camera and light source changes.
Terminal device provided in this embodiment, by textures and unified drafting, then according to the position of video camera and light source
Variation carries out to strain stretch shadow map, while enhancing hatching effect, reduces calculation amount, saves cpu resource, the trip for being
Play load more efficiently, is suitable for mobile terminal game, avoids video card capabilities bad, improves mobile terminal performance, improves user experience.
Embodiment 4
The present embodiment provides a kind of terminal device, including processor 41, memory 42 and it is stored in the memory 42
In and be configured as the computer program 43 executed by the processor 41, the processor 41 executes the computer program 43
Shadows Processing method of the Shi Shixian in the scene of game as described in embodiment 1-2.
Wherein, processor 41 can be central processing unit (Central Processing Unit, CPU).Processor 41 is also
It can be other general processors, digital signal processor (Digital Signal Processor, DSP), dedicated integrated electricity
Road (Application Specific Integrated Circuit, ASIC), field programmable gate array (Field-
Programmable Gate Array, FPGA) either other programmable logic device, discrete gate or transistor logic,
The combination of the chips such as discrete hardware components or above-mentioned all kinds of chips.General processor can be microprocessor or the processing
Device 41 is also possible to any conventional processor etc..
Memory 42 is used as a kind of non-transient computer readable storage medium, can be used for storing non-transient software program, non-
Transient computer executable program and module.The non-transient software journey that processor 41 is stored in memory 42 by operation
Sequence, instruction and module, thereby executing the various function application and data processing of server, i.e., in realization above-described embodiment
Shadows Processing method in scene of game.
Memory 42 may include storing program area and storage data area, wherein storing program area can storage program area,
Application program required at least one function;Storage data area can store the use institute according to the running gear of multiservice system
The data etc. of creation.In addition, memory 42 may include high-speed random access memory, it can also include non-transient memory,
A for example, at least disk memory, flush memory device or other non-transient solid-state memories.In some embodiments, it deposits
Optional reservoir 42 includes the memory remotely located relative to processor 41, these remote memories can be by being connected to the network extremely
Using the conference terminal of above-mentioned signal transmission method.The example of above-mentioned network includes but is not limited to internet, intranet, office
Domain net, mobile radio communication and combinations thereof.
One or more of modules are stored in the memory 42, when by one or more of processors 41
When execution, the Shadows Processing method in play scene described in embodiment 1 is executed.
Method provided by the embodiment of the present invention can be performed in the said goods, has the corresponding functional module of execution method and has
Beneficial effect.The not technical detail of detailed description in the present embodiment, for details, reference can be made to the correlations in embodiment as shown in Figure 2 to retouch
It states.
Above-described is only some embodiments of the present invention.For those of ordinary skill in the art, not
Under the premise of being detached from the invention design, various modifications and improvements can be made, these belong to protection model of the invention
It encloses.
Claims (9)
1. a kind of Shadows Processing method in scene of game, which comprises the following steps:
Read scene of game object;
Judge whether the scene of game object has been tied with shadow map;
When the scene of game object has been tied with shadow map, then the shadow map being tied with is added to shade management
It is drawn in device;
Judge whether video camera and light source position change;
When the video camera and light source position are there is no variation, then terminate.
2. the Shadows Processing method in a kind of scene of game according to claim 1, which is characterized in that when judging result is
When the video camera and light source position have occurred and that variation, shade manager also changes correspondingly parameter, by all existing shades
Textures carry out corresponding telescopic variation, repaint.
3. the Shadows Processing method in a kind of scene of game according to claim 1, which is characterized in that when judging result is
When the scene of game object is not tied with shadow map,
Judge whether to need individual shadow data, when needing individual shadow data, then binds specific shadow map, add
It is drawn to shade manager.
4. the Shadows Processing method in a kind of scene of game according to claim 3, which is characterized in that when judging result is
Individual shadow data is not needed, then binds general shadow map, is added to the drafting of shade manager.
5. the Shadows Processing device in a kind of scene of game characterized by comprising
Read module, for reading scene of game object information;
First judgment module, for judging whether the scene of game object has been tied with shadow map;
Shade manager, for calling bottom rendering engine, and according to each shade with respect to the position and light source with video camera
Distance carries out the telescopic variation of size and shape, finally disposably draws all shadow maps;
Module is monitored, for monitoring the change in location of video camera and light source;
Second judgment module, for judging whether the position of video camera and light source changes.
6. the Shadows Processing device in a kind of scene of game according to claim 5, which is characterized in that further include that third is sentenced
Disconnected module, for judging whether scene of game object needs individual shadow data, wherein when needing individual shadow data,
Specific shadow map is then bound, the drafting of shade manager is added to.
7. the Shadows Processing device in a kind of scene of game according to claim 6, which is characterized in that do not need individually
Shadow data then binds general shadow map, is added to the drafting of shade manager.
8. a kind of terminal device, including processor, memory and storage in the memory and are configured as by described
The computer program that device executes is managed, the processor is realized when executing the computer program as any one in Claims 1-4
Shadows Processing method described in.
9. a kind of computer readable storage medium, which is characterized in that the computer readable storage medium includes the calculating of storage
Machine program, wherein equipment where controlling the computer readable storage medium in computer program operation is executed as weighed
Benefit require any one of 1 to 4 described in Shadows Processing method.
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